This contribution analyzes the impact of factors related to story structure, meaningfulness, and concentration in the design of Serious Games. To explore them, the authors carried out an experimental evaluation aiming to identify relevant aspects affecting the cognitive-emotional impact of immersive Virtual Reality (VR), specifically Educational Environmental Narrative (EEN) Games. The experiment was designed around three main research questions: if passive or active interaction is preferable for factual and spatial knowledge acquisition; whether meaningfulness is a relevant experience in a serious game (SG) context; and if concentration impacts knowledge acquisition and engagement also in VR educational games. The findings highlight that p...
This study examined the differences between a game with a realistic narrative context and one with a...
Modern interactive digital mediums enable educational content to be represented in increasingly vari...
Abstract. Narratives are used to construct and deconstruct the time and space of events. In games, a...
Educational Environmental Narrative (EEN) games in Virtual Reality (VR) provide rich, high-fidelity ...
Educational Environmental Narrative (EEN) games in Virtual Reality (VR) provide rich, high-fidelity ...
Educational Environmental Narrative (EEN) games in Virtual Reality (VR) provide rich, high-fidelity ...
In educational research, it is a widely accepted belief that meaningfulness benefits learning. Accor...
Purpose: This study uses a critically acclaimed digital game as an instructional tool to explore the...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
This study examined the differences between a game with a realistic narrative context and one with a...
This study examined the differences between a game with a realistic narrative context and one with a...
Modern interactive digital mediums enable educational content to be represented in increasingly vari...
Abstract. Narratives are used to construct and deconstruct the time and space of events. In games, a...
Educational Environmental Narrative (EEN) games in Virtual Reality (VR) provide rich, high-fidelity ...
Educational Environmental Narrative (EEN) games in Virtual Reality (VR) provide rich, high-fidelity ...
Educational Environmental Narrative (EEN) games in Virtual Reality (VR) provide rich, high-fidelity ...
In educational research, it is a widely accepted belief that meaningfulness benefits learning. Accor...
Purpose: This study uses a critically acclaimed digital game as an instructional tool to explore the...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
Narratives are used to construct and deconstruct the time and space of events. In games, as in real ...
This study examined the differences between a game with a realistic narrative context and one with a...
This study examined the differences between a game with a realistic narrative context and one with a...
Modern interactive digital mediums enable educational content to be represented in increasingly vari...
Abstract. Narratives are used to construct and deconstruct the time and space of events. In games, a...